WHEN IS THE GAME GOING TO BE AVAILABLE?
The game has been available for selected beta testers since April 2013. A public early access version is now available to everyone and the first complete version will be launched early 2016.
WHAT WILL THE GAME COST?
The basic game itself will be 100% free. You will be able to download the tablet app for free and play the game with your friends without buying anything.
You can either use your own miniatures, or purchase official Lands of Ruin Hero and Cohort miniatures.
ON WHICH PLATFORMS WILL THE COMPANION APP BE AVAILABLE?
The app is already available on Android and will soon be available on iOS. It is currently only available for tablets.
WHAT DOES THE COMMAND CONSOLE APP DO?
There are a few things we don’t want to fully reveal just yet. But what we can say is that the app will help you track your characters, their skills, actions, wounds, etc. - even beyond single battles - making the game flow much faster than can be achieved with traditional tabletop games.
The app also allows us to include features in the game that are difficult (if not impossible) to have in traditional games such as secret movement, booby traps, limited information, secret/hidden deployment, environmental effects, etc.
The companion app will also allow us to create a ‘living world’ that individual games will occur within. Different achievements, supplies, and consequences will carry over from one game to the next
Additionally, the edge of your game table is not the edge of the world. The app allows the tracking of characters/zombies/opponents who have either left the game table area, or are approaching it. More details on how this will work will be detailed in the ‘Game’ section of this site.
THERE'S NO MENTION OF PLAYING THE GAME OVER THE INTERNET, HOW IS IT AN MMO?
All battles of Lands of Ruin are fought in a single instance of the world which they influence. Events on the tabletop battle are tracked by the Command Console app and uploaded to the server after the battle. These events influence your tribe’s progression but also change the world. Completed scenarios, dropped gear, etc. all influence the world. Each player’s tribe is persistent and lives in the single world instance with every other player's tribe.
This is the reason we feel that calling it an MMO is an accurate description. While the tabletop battle is not a realtime MMO, like we see in computer games (although we have plans to add some real time interactions with other ongoing battles as well), the long term gameplay and managing your tribe happens together with all the other players in the world.
WILL THE USE OF TABLETS MAKE LANDS OF RUIN FEEL LESS LIKE A TRADITIONAL TABLETOP GAME?
We are miniature gamers, and we love the feel of a good tabletop game. We’ve been very careful in the design process to keep the tabletop the main focus of gameplay. The tablets will add additional layers of realism, as well as help gamers in places where traditional tabletop games can sometimes feel a bit tedious: ie. counting modifiers, tracking damage, tracking experience etc. The tablet app can be seen as a secretary, or game master, for the players allowing them to fully concentrate on managing their strategy on the tabletop. The main benefit of the app will be to allow the game to have a faster pace, and add much more depth to the experience than would otherwise be possible.
THE "LIMITATIONS" YOU MENTION ARE WHAT MAKES TABLETOP GAMING GREAT.
Traditional tabletop games will always be around. Our intention is not to replace the games we know and love! However, we didn't want to build just another tabletop game but instead push the boundaries of what is possible. Think of it as a new type of game that can add another level of variety to your existing collection of games.
We understand that our approach is not for everyone and that is perfectly fine. We won't stop playing the traditional type games either! :-)
THERE HAVE BEEN HYBRID GAMES BEFORE. IS LANDS OF RUIN ANY DIFFERENT OR JUST MORE OF THE SAME?
While we started building Lands of Ruin long before any of the other hybrid games were announced we can't claim to be the "first". However, we believe that our approach is very different from the ones that came before.
Lands of Ruin is foremost a tabletop miniature game. Our design philosophy is to ensure that the tablet component complements the miniature game by adding and speeding up gameplay. The addition of the hybrid component does not make the tabletop obsolete, but instead keeps the focus strictly on the miniatures, free movement (no grid-based movement) and line-of-sight on the miniature level. And, of course, we still use dice.
TABLETOP GAMING IS AN ANALOG HOBBY. TECHNOLOGY WILL RUIN IT!
We agree that forcing technology into a role for which it is not suitable will make everything worse. That is why we spent more than 3 years iterating and redesigning our approach in a way that the technology part doesn't interfere with the feel of tabletop gaming. From the beginning, our design approach was to make Lands of Ruin a true tabletop game, and make sure it really felt like one. We ruthlessly threw out things that didn't fit and redesigned parts that felt bad. After hundreds of test games with other tabletop gamers, we have also taken community feedback to heart, and adjusted various features accordingly. We believe we have genuinely added to our awesome hobby, rather than ruining it.